Arma 3
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Pinned Down Surrender
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Data Type: Mod
File Size
Posted
Updated
895.111 KB
Oct 3 @ 8:39am
Oct 10 @ 8:11am
5 Change Notes ( view )

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Pinned Down Surrender

In 1 collection by Mikey74
Pinned Down series
3 items
Description
Pinned Down Surrender
    Outnumbered AI that actually gives up so your missions end clean.
    If PDS cleaned up your mission end, please hit 👍 and ⭐ — it really helps.



What it does
  • Smart trigger. Listens for a group entering Fleeing, then runs an outnumbered check using enemies vs allies. Optional line of sight and minimum enemy distance keep it sane.
  • Full surrender flow. Units stop, switch to safe behavior, drop their primary and secondary weapons and magazines onto the ground, then play a hands-up gesture and become captive.
  • Built-in side swap. On surrender, units automatically switch to Civilian for mission logic and wave triggers.
  • Zombie aware. Zombie classes are ignored by surrender logic.
  • Vehicle handling. Choose to force crews out when immobilized and can’t fire, force out when immobilized only, or ignore vehicles.




Player actions
  • Secure Prisoner. Restrains the unit.
  • Search Prisoner. Opens the surrendered unit’s inventory for looting.
  • Ship Off Prisoner. Safely deletes the unit for mission cleanup.

Performance
  • Server-side PFH checks in bursts with cooldowns to avoid thrashing.
  • Optional auto-cleanup removes surrendered units after a set time if no players are nearby.

Requirements & Compatibility
  • Requires:
  • CBA A3
  • Multiplayer: Owner-safe remoteExec. Tested on dedicated.
  • Signatures: Mod is signed. .bikey included.
  • Works with: Ace, Antistasi, and most Mods and missions.
  • Not recommended to use with PDS: CQB Interactions
  • Regarding your PIR compatibility , I've been noticing some odd behaviors from AI running both together, such as their torsos being upright with hands raised, while their lower body is rolling around on the ground, legs facing the wrong way from the upper body. In testing, this seems to occur when a unit gets put into a PIR downed state at the same time it is surrendering, causing the lower half to use PIR animations, and the upper half to use yours. Perhaps something can be added to exclude units currently in a PIR animation from being affected by the mod. Brought to my attention by CzechsMix357

CBA settings you’ll care about
  • Scan radius & tick cadence
  • Outnumber rule
  • Require line of sight & minimum enemy distance
  • Vehicle handling rule
  • Autocleanup seconds & distance
  • Player-near requirement for “observed” surrenders

Notes for mission makers
  • Since units auto-swap to Civilian, most “alive enemy” counters and wave systems resolve cleanly. If your mission logic keys off faction or side, account for the swap.
  • If a pose ever sticks after restraint is removed, test with only CBA and this mod to rule out an animation conflict.

Install / Server
  • Local Subscribe on Steam and load with CBA.

  • Dedicated example (Windows) -mod="@CBA_A3;@PinnedDownSurrender"
Known limitations
  • Animation overhaul mods can interfere with the hands-up exit. Test with only PDS and the suspect mod, then report.
  • If your mission counts factions, note that surrendered units can swap to Civilian. Scripts that rely on side may conflict.
  • Some HVT scenarios still require the target to be killed for completion.
  • CQB Interactions may conflict.

Special Thanks
  • Octopuss for sharp eyes, tough feedback, solid push back when I thank I cant do better.
  • 7th_moon for sharp eyes, tough tests, solid feedback.
  • All the unnamed testers who hammered builds, found edge cases, and kept me honest.

potential to do's
  • Enemies unsecured that rally and arm back up.
  • AI securing prisoners.

Potential candidates on our Roadmap
  • Pinned Down Surrender - released
  • Pinned Down Medical - WIP alpha next features test then create addon to test.
  • Pinned Down Artillery - concept script WIP
  • Pinned Down SQUIRE squad orders - concept theory started
  • Pinned Down Unit Cover and Cohesion -concept script WIP
***Comment below of ideas that may be related and needed. If I can do it and its not overly complicated I may add it to the Pinned down series.***

Works great with

⚠️ AI Disclosure
Disclaimer: AI technology is used to edit and refine my written content, including script polishing and logo design. These tools help me communicate more clearly and professionally.
If you're not comfortable with AI-assisted content creation, this might not be for you.


Thanks for your understanding!
Popular Discussions View All (1)
0
Oct 5 @ 4:40pm
Thumbs-down club: enlist here
Mikey74
79 Comments
Octopuss  [author] 3 hours ago 
@Xherdos
If you play TFF2 2035 ver, best way to get them surrender is calling a AH-99:steammocking:
Snatch a heavier armor , APC or something also works.And if you have a "defend convoy" or "defend location" mission, better turn off the player side surrendering feature in settings, to avoid friendly GS surrender
Xherdos Oct 14 @ 6:46am 
What is the best way to increase the Chance that the Enemy Surrenders?

So far i only managed to get it once and that was when i used a GMG Sentry to bombard a Position with all it's Ammunition. (Forgotten Few 2, 6 Man Squad destroying a Base with 20-30 Tango's)

In Zeus when i placed Units (6 Nato Weapons Squads vs. 2 AAF Weapons squads) They (AAF) never surrendered even when i increased scan radius and placed them a bit more apart.
Jergen Von Strangle Oct 12 @ 2:42pm 
@Mikey74 Good to hear, hope to see it implemented eventually
Mikey74  [author] Oct 12 @ 1:37pm 
@Jergen Von Strangle I really like that idea. It’s been close to a decade since I built a module, but I’ll look into it. Can’t promise much right now since I’m taking a short break from the first two Pinned mods to avoid burnout. I’ve got a few other Pinned concepts in the works, but when I circle back, this feature’s definitely going on the list to research and hopefully add.
Jergen Von Strangle Oct 12 @ 12:11pm 
Just as a suggestion, (I in no way know how difficult it is to mod arma, so take what I suggest with a grain of salt) a zeus module allowing the zeus controller to secure/unsecure prisoners, just like the in-game player can, would make this mod significantly better than CQB. This one actually works better as it is, but this addition would make it next level :steamhappy:
Knuckle.Monkey Oct 12 @ 10:18am 
thank you sir
Mikey74  [author] Oct 12 @ 8:51am 
@Knuckle.Monkey Yep. It works fine with Zeus — surrendered AI stay editable, visible, and synced.
Knuckle.Monkey Oct 11 @ 4:47pm 
does this have Zeus compatibility? thank you
CzechsMix357 Oct 11 @ 1:43pm 
Thank you for exploring my issue further! You may try looking into the capabilities of the ACE captive module, at least for triggering purposes, as that system is utilized in the Extended Morale System and Hors de combat mods, and appears to play a little nicer with PIR. You may be able to layer your animations and weapon dropping mechanics (which I personally prefer the look of compared to the other mod's implementation) on top of that module.
Mikey74  [author] Oct 11 @ 1:19pm 
@brendob47 there is a setting in the pds settings to turn off players side from surrendering.